400pt - ISD II with a Raider, a Gladiator, and a touch of Fireball

By Shadoer, in Star Wars: Armada Fleet Builds

Okay here's my list

400pt - ISD II with a Raider, a Gladiator, and a Touch of Fireball

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Screed

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Relentless ( 3 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- SW 7 Ion Batteries ( 5 points)

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)

2 Firespray-31s ( 36 points)
1 Major Rhymer ( 16 points)
1 TIE Bomber Squadron ( 9 points)
1 JumpMaster 5000 ( 12 points)
1 TIE Advanced Squadron ( 12 points)

The Plan

My idea is to punish the enemy list for any deficiencies in their list.

If they go with a full Fireball, my Raider can act as a hard counter to Intel and my Tie Advanced, Firesprays, and Jump Master can help take it down. It's tricky but doable. Meanwhile my ISD and Gladiator should wreck havoc upon them.

If they go with few squadrons, my light Fireball should still make a significant impact.

If they go with go with something like two fully kitted out ISD II with some escorts, I'll have a strong activation advantage.

On the math front, the Ordinance Experts and Screed will allow me to get the most out of my Raider and Gladiator, and guarantee me crits for their effects. The SW 7 Ion Batteries effectively guarantee all my blue dice will do 1 damage, and with Screed it means I have a guarantee of 4 damage and at least one red crit for a total of 5 damage in the worst case scenario.

That's my current thinking, what do other people think?

I like this list. I have been looking for a more effective list incorporating the Fireball. I have been running a loaded ISD-II, two Raider-I's and the Fireball, but I cannot seem to utilize two Raiders to much effect. Each time my Raiders have been taken out by one long range shot from an Ackbar enhanced MC80 (probably poor positioning on my part).

I am a big fan of the Relentless title. Also, if you can find 8 more points to upgrade the JumpMaster, I have gotten a lot utility out of Dengar's counter effect.

You have a lot of ways to reroll dice. Is screed really necessary? Could go for Motti.

I like this list. I have been looking for a more effective list incorporating the Fireball. I have been running a loaded ISD-II, two Raider-I's and the Fireball, but I cannot seem to utilize two Raiders to much effect. Each time my Raiders have been taken out by one long range shot from an Ackbar enhanced MC80 (probably poor positioning on my part).

I am a big fan of the Relentless title. Also, if you can find 8 more points to upgrade the JumpMaster, I have gotten a lot utility out of Dengar's counter effect.

I've tried to run a 2-Raider list with the Raiders working with the squadrons for anti-squadron fire. They have failed miserably every time.

I like this list. I have been looking for a more effective list incorporating the Fireball. I have been running a loaded ISD-II, two Raider-I's and the Fireball, but I cannot seem to utilize two Raiders to much effect. Each time my Raiders have been taken out by one long range shot from an Ackbar enhanced MC80 (probably poor positioning on my part).

I am a big fan of the Relentless title. Also, if you can find 8 more points to upgrade the JumpMaster, I have gotten a lot utility out of Dengar's counter effect.

I've tried to run a 2-Raider list with the Raiders working with the squadrons for anti-squadron fire. They have failed miserably every time.

Same. They have helped to do some damage to my opponent's bombers, but less of a contribution than my own squadrons. I've been running a more expensive version of the Fireball suggested by OP (Dengar, Vader, Rhymer, , and Firespray X3). I have been very happy with it with its contribution each time - both in warding off enemy bombers and in damaging enemy ships.

Have you faced any Rebel heavy squadron lists? I feel like they might be the closest thing to a stumbling block this list might have.

All in all though, this looks a like a strong all-comers list with no glaring weaknesses.

I like this list. I have been looking for a more effective list incorporating the Fireball. I have been running a loaded ISD-II, two Raider-I's and the Fireball, but I cannot seem to utilize two Raiders to much effect. Each time my Raiders have been taken out by one long range shot from an Ackbar enhanced MC80 (probably poor positioning on my part).

I am a big fan of the Relentless title. Also, if you can find 8 more points to upgrade the JumpMaster, I have gotten a lot utility out of Dengar's counter effect.

I've been really thinking about Dengar, but my logic currently is that if I really need Dengar's counter I'm then already facing something like 6 A Wings and my light Fireball is not going to do much this game anyways. Otherwise Dengar is just wasted points. At least that's my current thinking

You have a lot of ways to reroll dice. Is screed really necessary? Could go for Motti.

Yeah him or possibly Ozzel. Screed helps guarantee me crits, but you are right I already have a bunch of guarantees that it makes Screed overkill. Motti is nice, but neither the Gladiator or Raider really benefit from him. Ozzel however might help a bit if I need some fancy maneuvering and speed changes, and he'd free up 6 points. Still I do like how much screed helps lower the odds of having a really bad dice roll.

I like this list. I have been looking for a more effective list incorporating the Fireball. I have been running a loaded ISD-II, two Raider-I's and the Fireball, but I cannot seem to utilize two Raiders to much effect. Each time my Raiders have been taken out by one long range shot from an Ackbar enhanced MC80 (probably poor positioning on my part).

I am a big fan of the Relentless title. Also, if you can find 8 more points to upgrade the JumpMaster, I have gotten a lot utility out of Dengar's counter effect.

I've tried to run a 2-Raider list with the Raiders working with the squadrons for anti-squadron fire. They have failed miserably every time.

Well I've found with one raider it's okay so long as it sticks with the ball and right beside the Imperial Star Destroyer and the Gladiator. Really the raider is a far less priority target than the stronger gladiator or ISD, so even if it does get blown to bits by a MC80, that just mean it's damage not going to something like the Gladiator which will proceed to give an important ship face up damage cards. Also if it's in close formation to the Imperial Star Destroyer, if a large squad goes in to intercept the bombers, the combined firepower of the ISD and Raider will help take down the enemy squads enough for the firesprays to finish them off. (on average it's about 3 damage to each enemy squad). Still experimenting though.

Have you faced any Rebel heavy squadron lists? I feel like they might be the closest thing to a stumbling block this list might have.

All in all though, this looks a like a strong all-comers list with no glaring weaknesses.

Not yet. I've seen some light rebel squads, a Rhymer ball, and some Tie Fighter Swarms. But I haven't seen something like 6 A wing squads with this yet.